• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #139 - 2.2.x post-launch patch

Hello everyone!

Today we’re back with a dev diary where I will outline some of the stuff I want us to prioritize in the near future. Note that this is not a complete list of the bugs or improvements, but rather a highlight of some of the bigger things that I feel are especially important. These are the current plans, which are prone to change, so I cannot promise that all these things will actually be deployed in the next patch. We’re planning to release a definitive 2.2.x version at the end of the post-launch support period, before all of us start working on The Next Cool Thing™.

Pop Growth
We’ve heard your concerns about how pop growth currently functions, and how it in some cases can create situations that feel wrong. We will be adjusting how pops are chosen for growth, and try to avoid having pops move to, or being chosen for growth, on planets where they have a very low habitability. I feel like moving pops to those planets should be based more on player choice.

Ship Upgrade
I think the experience of upgrading ships could be better, as it feels a bit awkward that cancelling your upgrade at 99% doesn’t actually leave any ships upgraded. I want to address that by making each ship upgrade individually, one at a time, and that this process should make use of multiple shipyards in the same starbase. This should mean that if you cancel a fleet upgrade at 50%, roughly half of the ships will still be upgraded. We’ll also take a look at tweaking the upgrade costs and time.

Planet View
One of the most important UIs in the game is getting a bit of an overhaul. We’ve been joined recently by our new UX/UI designer, Doyle, and he’s been very busy taking a look at the planet view.

Something we feel is important is making sure that city districts do not look so significantly different from the other districts. We will be making the Max Districts show as boxes as well, so it's more consistent and visually appealing. You can visualize it as picking a box from “Max Districts”, and putting it into one of the districts. We’re also consolidating some of the UI elements so that they appear in more consistent locations across the tabs. The list of resources should also be more structured, with better tooltips for each item.

The Pops tab is also being cleaned up a little, and you’ll now be able to prioritize one job per strata, which should make it easier to make your workers prioritize farming without having to juggle the priorities of other jobs in the same strata. The ability to “star” a job was actually the original design, but it was changed into an on/off prioritization.

upload_2019-1-24_12-36-49.png
Planet view work in progress, prone to change. In this picture we can see that it's now possible to see down-prioritized jobs and starred jobs.

---------

Those are just a few of the bigger points that I wanted to address, and that have been prioritized for the definitive 2.2.x version. Of course I need to repeat that it's not a complete list of all the issues we will be addressing. You can expect there to be more fixes to bugs, improvement to AI and performance, and other issues from the rest of the dev team. Your feedback is very important in helping us prioritize the most high-value changes we can make during this period, so we really appreciate it.

We have some really cool things planned for 2019, and I am really looking forward to being able to share those plans with you, but first we will focus on fixes and improvements for a while before moving on to the new content. Scheduled dev diaries will be on hiatus until we have something new to show, but we may post something during the post-launch support period if we feel like we have something worthwhile to share.

Thank you for your time, and I'm very much looking forwards to a great 2019!
 
Last edited:
  • 1Like
Reactions:
You can fold out the strata to get a view of the portraits and details, like before :)

I forgot one of the biggest work your UI guy should do:

Put the Civics icons on the Empire Communication screen. It's very hard to know what are the Civics of an Empire. We really need to see the icons just like the Ethos icons are show.
 
If you are visualizing jobs like blocks in a row, why the their order cannot be a priority, it would be intuitive and convenient. And, please, don't remove a species icons, if I'll play a syncretic evolution, this UI will kill me : )
 
Will the planned pop growth changes check for habitability score, or also their traits? I know some people have had the issue of Life-Seeded pops basically going extinct because pop growth for them pretty much stops once a second species comes in, even on Gaia Worlds.

Speaking of that, any chances for other modifiers to who gets to grow where? I figure the Founding species should always be assured to be at least the plurality of their own empire, barring some specific cases (like Syncretic Evolution), and probably a majority on their homeworld as well.
 
@grekulf I know that you wrote that this is just a selection, but I have to ask:
Are there plans to change anything in regards to sectors?
Especially regarding how they are created and the automation process.
 
Speaking of that, any chances for other modifiers to who gets to grow where? I figure the Founding species should always be assured to be at least the plurality of their own empire, barring some specific cases (like Syncretic Evolution), and probably a majority on their homeworld as well.

I think giving primary species a bonus to growth selection for your empire's planet (on which they exist) may be a good solution for some of the issues.
 
You can fold out the strata to get a view of the portraits and details, like before :)

View attachment 444486

Normally a user would expect a plus/minus or arrow_up/arrow_down button as an indicator that an ui element can be expanded. I am all for modern UI's but common elements should not be forgotten as it helps usability especially for new users, just a suggestion though.
 
The ability to “star” a job was actually the original design, but it was changed into an up/down prioritization.
The current build has no prioritization. It has disabling work slots. Having an actual priority system would result in far less micro, but removing the ability to limit slots will cause some other issues, mainly running too many enforcers since the worker placement AI fills all enforcer slots even if you don't need that many to reduce crime below 0.
 
@grekulf I know that you wrote that this is just a selection, but I have to ask:
Are there plans to change anything in regards to sectors?
Especially regarding how they are created and the automation process.

We will be looking into why some players feel the need to automate more, and how that experience could be improved. I have nothing concrete that I can mention though.
 
Hello everyone!

Pop Growth
We’ve heard your concerns about how pop growth currently functions, and how it in some cases can create situations that feel wrong. We will be adjusting how pops are chosen for growth, and try to avoid having pops move to, or being chosen for growth, on planets where they have a very low habitability. I feel like moving pops to those planets should be based more on player choice.

I see talk about pop choice, but will there be a revision of pop growth? Right now if you have 7 pop growth and you're at 99%, you'll lose 6. Making a LOT of the bonuses for pop growth useless. Can this be addressed? :( Please...
 
Normally a user would expect a plus/minus or arrow_up/arrow_down button as an indicator that an ui element can be expanded. I am all for modern UI's but common elements should not be forgotten as it helps usability especially for new users, just a suggestion though.

That's the plan, but its just not implemented yet. There should be an arrow-indicator that this is an expandable element (accordion).
 
I see talk about pop choice, but will there be a revision of pop growth? Right now if you have 7 pop growth and you're at 99%, you'll lose 6. Making a LOT of the bonuses for pop growth useless. Can this be addressed? :( Please...

Pop growth not carrying over to the next pop is a bug, and is in the list of things to be fixed.
 
Are there any plans to fix "Post-Apocalyptic" giving species both Tomb World habitability and "Survivor", instead of their original habitability and the "Survivor" trait?

(Relatedly, it feels weird how massively the Racket proliferate through the galaxy- Tomb World habitable species seem to vastly out-reproduce others, and the Racket wwind up "seeded" throughout the galaxy via trade deals with the caravan fleets, then RAPIDLY balloon in population size and even end up ruling various democratic empires. Its sort of weird to me, both mechanically and lore-wise; I'm left questioning why the Racket haven't colonized the galaxy on their own already...)
 
We will be looking into why some players feel the need to automate more, and how that experience could be improved. I have nothing concrete that I can mention though.
I would really like a template system, so you can setup a building and district setup and leave the sector ai to work towards it as the slots are unlock. Currently if settling a new world you want you basically have to a baby sit the whole thing until all the slots are unlocked or redevelop the whole thing when it has enough pops and turn off redevelopment.
 
Are there any plans to fix "Post-Apocalyptic" giving species both Tomb World habitability and "Survivor", instead of their original habitability and the "Survivor" trait?

Yes, I want these habitability-trait bugs fixed. Post-Apocalyptic should not change your original habitability trait, but rather supplement it.
 
We’ve been joined recently by our new UX/UI designer, Doyle, and he’s been very busy taking a look at the planet view.
That's nice, UI could use some close inspection.

Please, consider adjustment of font size for UI elements, especially for various summary numbers. I play on 1080p and many symbols make me squint to read them. The symbols in the UI often don't make full use of the available height, and that makes UI harder to read than it could be. I'd love to use UI scaling, it's a cool feature, but it somehow makes fonts less readable and causes awkward overlaps.
 
1) AI in general.
Notably Army build and disband.
Fleet coordination and suiciding. AI should move its fleets together if it faces a stronger fleet, for example.
Fleet Targeting. Face Outposts and Starbases. Don't circle around for years just to have its own territory conquered.
Also, don't let it measure in Euclidean distance (except for Hyperdrive jump), but in Hyperlane Jumps.
Its handling of the economy.
Its ship loadouts.
Its personalities.
Let it be able to scrap/disband assets (like Districts, Buildings and Units).
 
How about Sectors?
I think "planetaly-automatic-system" seems to be better than "sector-automatic" for this game.
A sector can contain both planet-for-mining and planet-for-city.
It seems to be a bit nonsense to decide the focus per sector.